Unity设置计时器
方法一:
using UnityEngine;
using UnityEngine.UI;
public class TimeUpdatation : MonoBehaviour
{
/// Way 2
int hour;
int minute;
int second;
int millisecond;
bool shouldCount = false;
float timeSpent = 0.0f;
void OnEnable()
{
shouldCount = true;
}
void Update()
{
if (shouldCount)
{
timeSpent += Time.deltaTime;
hour = (int)timeSpent / 3600;
minute = ((int)timeSpent - hour * 3600) / 60;
second = (int)timeSpent - hour * 3600 - minute * 60;
millisecond = (int)((timeSpent - (int)timeSpent) * 1000);
//text_timeSpent.text = string.Format("{0:D2}:{1:D2}:{2:D2}.{3:D3}", hour, minute, second, millisecond);
GetComponent<Text>().text = string.Format("{0:D2}:{1:D2}:{2:D2}.{3:D3}", hour, minute, second, millisecond);
}
}
//void OnDestroy
void OnDisable()
{
shouldCount = false;
GetComponent<Text>().text = "";
}
}
方法二:
using UnityEngine;
using UnityEngine.UI;
public class TimeUpdatation : MonoBehaviour
{
/// Way 1
public int frameRate = 30;
void Update()
{
var t = Time.unscaledTime;
var seconds = (int)t;
var h = seconds / 3600;
var hInSec = h * 3600;
var m = (seconds - hInSec) / 60;
var mInSec = m * 60;
var s = (seconds - (hInSec + mInSec));
var framesDouble = frameRate * (t - (double)seconds);
var f = (int)framesDouble;
//var frac = 100 * (framesDouble - f) / frameRate;
GetComponent<Text>().text = $"{h:00}:{m:00}:{s:00}:{f:00}";
}
}
作者:艾孜尔江
本文来自博客园,作者:艾孜尔江,转载请注明原文链接:https://www.cnblogs.com/ezhar/p/14223072.html